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vtkDepthPeelingPassIntermediateFS.glsl
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vtkDepthPeelingPassIntermediateFS.glsl
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//VTK::System::Dec
/*=========================================================================
Program: Visualization Toolkit
Module: vtkDepthPeelingPassIntermediateFS.glsl
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
in vec2 texCoord;
uniform sampler2D translucentRGBATexture;
uniform sampler2D currentRGBATexture;
uniform int lastpass;
// the output of this shader
//VTK::Output::Dec
void main()
{
// current is what is most recently rendered
// translucent is what is in FRONT of it
// we render front to back
vec4 t1Color = texture2D(translucentRGBATexture, texCoord);
vec4 t2Color = texture2D(currentRGBATexture, texCoord);
gl_FragData[0].a = t1Color.a + t2Color.a * (1.0-t1Color.a);
if (gl_FragData[0].a > 0.0)
{
if (lastpass == 1)
{
gl_FragData[0].rgb = (t1Color.rgb*t1Color.a + t2Color.rgb*(1.0-t1Color.a))/gl_FragData[0].a;
}
else
{
gl_FragData[0].rgb = (t1Color.rgb*t1Color.a + t2Color.rgb*t2Color.a*(1.0-t1Color.a))/gl_FragData[0].a;
}
}
else
{
gl_FragData[0].rgb = vec3(0.0,0.0,0.0);
}
}